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N.G.R. FFG Type 512 Helgoland Missile Frigate:


This ship is the one of the oldest ship designs still in service with the New German Republic and the first ship of the class was started only a few years after the destruction of most of the earth when the Rifts erupted. The ship class was constructed for a period of about fifteen years. During that time, forty-eight frigates were constructed. Presently, thirty-two of them still serve in the New German Navy. The other ships were lost due to monsters, pirates, or accidents. Recently, the nation of Free Quebec has purchased the designs for the frigates and has begun construction of two of revised versions of the ship to counter the growing size of the Coalition Navy.


The Type 512 Missile Frigate is large for a frigate and is almost the length of the James Bay Destroyer but much wider. Unlike most North American large ships, the ship is a tri-hull design. This allowed for the ship to have better stability and allowed for the ship to operate in rougher seas, have a higher survivability due to having three floating bodies, vastly increased space for other vehicle and more weapons, and reduces the ship’s noise in the water. Even though the ship is elderly, the ships are more advanced than the James Bay class and are well constructed. The frigates have a special sensor suite that is linked to a phased array radar system. The phased array radar system is as capable as the Aegis system of the Coalition Improved Sea King Cruisers but the system is more compact. The ship also has both a hull sonar system and a towed array sonar system. The ship’s main weaponry are missile launching systems. In the forward and aft of the ship is a 50 cell vertical launch long range missile system. Unlike the earlier vertical launch systems, this one is automatically reloaded from under the launchers and can be completely reloaded in one melee. The ship also has medium range missile launcher systems forward and aft of the superstructure. These launchers have twenty four two missiles and can reload in just a few seconds. The forward launcher is located behind the long range missile launcher, and the aft launcher is located in front of the long range missile launcher. The ship also has eight short range missile launchers with four on either side of the ship’s superstructure. The ship’s main gun is not a propellent weapon like most weapons on Coalition ships but is a very powerful rail gun. Because the missile systems may not stop all missiles coming in, the ship has two flack cannons to destroy incoming missiles. The ship also has two torpedo launchers for ASW purposes


The ship carries a number of small vehicles including four small zodiac style boats, two XM-270 “Mosquito” class airships refitted for ASW operations, twenty X-10 series Predator power armors, and five underwater power armors. The ships being manufactured by Free Quebec will carry helicopters in place of the Mosquitos and standard SAMAS in place of the Predator power armors.


Model Type: FFG-512 Class Frigate
Vehicle Type: Ocean, Guided Missile Frigate
Crew: 105; 7 officers, 15 Chief Petty officers, and 83 enlisted (Has a high degree of automation)
Troops: 15 Mosquito crew members, 20 X-10 Predator power armor pilots.


Robots, Power Armors, and Vehicles:

/tr>
20X-10A or X-10B Predator Power Armors
5Underwater Power Armors
2XM-270-ASW “Mosquito” ASW Airships


M.D.C. by Location:

Bridge:500
[1] APAR Radar Systems (4, Superstructure):100 each
Long Range Missile Launchers (2, Forward & Aft):350 each
Medium Range Missile Launchers (2, Forward & Aft):275 each
Short Range Missile Launchers (8, sides of superstructure):180 each
Torpedo Launchers (2, sides):50 each
Heavy Rail Gun Turret (1, Forward)350
Flack Cannon CIWS (Superstructure):200 each
Hanger (Aft):400
[2] Primary Hull (Main Body):1,500
[3] Secondary Hulls (2, either side of Primary Hull):500 each


Notes:
[1] Destroying Phase Array radar panels will destroy the ship’s fire control systems but guns have backup systems and panels can compensate for each other.
[2] Destroying the main body causes the ship to lose structural integrity, causing the ship to sink. If the Secondary Hulls are still intact, the ship will sink very slowly and will take a full twenty four hours to sink. This may give the ships crew time to patch the damage to an extent that the ship will float but all propulsion will be destroyed but the ship may be repairable. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.
[3] Destruction of one secondary hull will reduce stability and negate bonuses due to quiet design and for piloting. Destruction of both secondary hulls will give the ship a -20% penalty to piloting and give a bonus of +20% to be detected. Ships speed is also reduced to 30 knots (34.5 mph / 55.6 kph)


Speed:
Surface: 60 knots (69 mph / 111.1 kph)
Maximum Effective Range: Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship carries six months of supplies and consumables on board.


Statistical Data:
Length: 509 feet (155.1 meters)
Height: 45 feet (13.7 meters)
Width: 85 feet (25.9 meters)
Displacement: 7,500 tons
Cargo: 400 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammo, armor, troops, weapons, and engines.
Power System: Nuclear Reactor, average life span is 20 years
Market Cost: generally not for sale but cost 250 million credits to manufacture without power armors and vehicles.


WEAPON SYSTEMS:

  1. Hyper Velocity 120 mm Heavy Rail Gun (1): Main weapon mounted in a turret. The rail gun has better range than comparable sized standard cannons, does greater damage to well armored targets, and has a higher payload due to no storage of propellant charges. This rail gun normally fires a solid dart of ultra dense high strength materials that does massive damage to targets that it hits but can also use explosive warheads for softer targets and against aircraft. The rail gun turret can rotate 360 and can tilt up to 90 degrees and is useful against both ground and air targets although using solid slug rounds, the cannon has -2 to strike fast moving targets such as aircraft, missiles, and flying power armors. The weapon system is also gyro-stabilized and has an advanced fire control computer.
    Maximum Effective Range: 20 miles (32.2 km)
    Mega Damage: A single round does 5D6x10+60 M.D.C. (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration). Can use Standard High Explosive rounds that do 1D6x10 with a blast radius of 20 ft. High Explosive Armor Piercing does 2D6x10 with a blast radius of 10 ft.
    Rate of Fire:Maximum of four per melee.
    Payload: 800 rounds.
  2. Recoilless Anti-Aircraft Flack Cannons (2): Replaced original point defense guns and derived from TX-862FC cannon from the Yager class Power Armor. One cannon is mounted on the front super structure and the other is mounted on the rear superstructure. The system is linked to a powerful automatic tracking system and operates fully automatically to eliminate air targets with missiles being prime targets tracked. The system can be put on manual and is devastating to ground targets and can be used as short range artillery as well. The system is fitted with both an independent power supply and a laser and radar targeting system.
    Maximum Effective Range: 10,000 feet (3,048 meters).
    Mega Damage: Single Round: 4D6 M.D.C., Two Rounds 1D6x10, and Six Rounds 3D6x10
    Rate of Fire:8 Attacks per melee (+5 to strike) on automatic or by gunners hand to hand if on manual.
    Payload: 600 for each gun. That is 100 volleys of 6 rounds for or 300 two round volleys for each cannon
    Special Feature: The system has a +5 bonus to strike when on automatic and gives a bonus of +2 to strike if used by a gunner.
  3. Vertical Launch Long Range Missile Launchers (2): Launching cells are located forward in front of the medium range missile launcher and behind the medium range missile launchers and the aft of the ship behind the medium range missile launcher. The system is similar to the vertical launch system employed on many ships in the late twentieth century to launch the SM-2 series missile but has a reload system that reloads from under the launcher and can reload within 15 seconds. The launchers have a total of fifty individual cells each and can launch some or all missile cells in a melee. The launcher can use a vast variety of missiles including surface skimming missiles and rocket propelled torpedoes (See revised Rifts torpedoes for details.) Long range missiles are normally used against large targets and aircraft / missiles. About half of all missiles carried are fusion warheads and most missiles are normally smart missiles.
    Maximum Effective Range: As per long range missile type (See revised bomb and missile tables for details.)
    Mega Damage: As per long range missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), ten (10), twenty (20), or twenty-five (25) missiles per launcher per melee. Missile cells are automatically reloaded and are ready to fire next melee.
    Payload: 50 missiles in each launcher with 50 missiles in magazine for automatic reloads.
  4. Medium Range Missile Batteries (2): The Battery is located on the forward end of ship behind the long range missile launchers and in front of the superstructure and aft behind the VTOL hanger and pad but in front of the long range missile launchers. The systems can launch up to 24 simultaneously each and automatically reloads the launcher after each firing. This acts as the ships middle point defense and is normally used to engage incoming air targets and missiles. Launcher looks like a box launcher similar to the Pre-Rifts Sea Sparrow launchers but has more actually launchers and tilts down to accept reloads.
    Maximum Effective Range: As per medium range missile type (See revised bomb and missile tables for details.)
    Mega Damage: As per medium range missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), six (6), twelve (12), or twenty four (24) missiles (Each launcher operates independently.)
    Payload: 48 medium range missiles per launcher for a total of 96 medium range missiles
  5. Short Range Missile Launching Systems (8): Each launcher has the ability to launch 24 Short Range Missiles and automatically reloads every time a missile or missiles are fired. There are four launchers on either side of the ship’s superstructure. This system normally acts as the ships inner point defense system just before the flack cannons engage missiles. Each launcher is fitted with multiple fire control systems and can target missiles on multiple targets. Normal missile mixture is 50% Armor Piercing Missiles and 50% Plasma missiles.
    Maximum Effective Range: As per short range missile type (See revised bomb and missile tables for details.)
    Mega Damage: As per short range missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), six (6), twelve (12), or twenty four (24) missiles (Each launcher operates independently)
    Payload: 72 short range missiles per launcher for a grand total of 576 short range missiles
  6. Two (2) Torpedo Launchers: Mainly design for anti-submarine warfare but can be used against surface targets. There is one launcher on each side of the ship. Each torpedo launcher has two torpedo tubes and has automatic reload systems. Ship carries caries 80 reloads for torpedoes.
    Maximum Effective Range: 20 miles (32 km)
    Mega Damage: By Medium torpedo warhead type (See revised Rifts torpedoes for details.)
    Rate of Fire: Can fire torpedoes one at a time or in volleys of two (2) torpedoes each launcher per side, the launcher can fire a maximum of two volleys per melee each launcher.
    Payload: Has 80 torpedoes for reloads.
  7. Chaff Launcher (2): Located on the superstructure of the ship, they are designed to confuse incoming missiles. Both launchers must be operated or effects will be reduced. Rifts Earth decoys systems are assumed to not be effective against Phase World / Three Galaxies missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles) and reduce effects of launchers by 10% per launcher not used (Add +10% to rolls per launcher not used.) Only useful against missiles, not useful against torpedoes underwater.
    Maximum Effective Range: Around Ship
    Mega Damage: None
      01-35 - Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
      36-60 - Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
      61-00 - No effect, enemy missile or missile volley is still on target.
    Payload: 24 each for a total of 48
  8. Advanced Towed Decoys (4): The vessel carries four advanced towed decoy drones. They are a small automated vehicles that creates a false sonar image designed to mimic the vessels. The decoy is dragged behind the submarine using a cable. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
    M.D.C.: 20
    Effects: The decoy has an 80% chance of fooling ordinary non military sonars and non smart guided torpedoes, the decoy has a 50% chance of fooling military level sonars (like those of the Coalition), and the decoy has a 25% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and smart torpedoes.
    Maximum Effective Range: Not Applicable
    Rate of Fire: One can be deployed at a time and requires two minutes to deploy (Reel Out) another decoy
    Payload: 4 Decoys.


Special Systems:
The ship has all systems standard on a robot vehicle plus the following special features:

Bonuses:



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Image drawn and copyrighted by Mischa (E-Mail Mischa). Click on line drawing for a better view.

He has no art home page at present but many other items on my site.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1998, 1999, 2001, 2002, & 2006, Kitsune. All rights reserved.



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